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paths:shadow_path [2026/03/13 19:30] – Replacing AC with Defense, hyperlinking elfinlockspaths:shadow_path [2026/08/17 21:40] (current) – [The Exploiter] vondor
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   * **Requirements:** Skirmisher, Sneak Attack 8d6, [[priority:skills:knowledge|Knowledge]] Local 10, 40 EXP   * **Requirements:** Skirmisher, Sneak Attack 8d6, [[priority:skills:knowledge|Knowledge]] Local 10, 40 EXP
  
-When you are adjacent to a foe, as a full-round action, you can take a full-attack action to make melee attacks against the foe, moving 5 feet before each attack. You must move 5 feet before each melee attack you make, and can’t exceed your maximum speed, exceed your maximum number of attacks in a round, or attack any other target until the beginning of your next turn.+When you are adjacent to a foe, as a [[game_systems:combat:actions#full_action|Full Action]], you can take a full-attack action to make melee attacks against the foe, moving 5 feet before each attack. You must move 5 feet before each melee attack you make, and can’t exceed your maximum speed, exceed your maximum number of attacks in a round, or attack any other target until the beginning of your next turn.
  
 You must remain adjacent to the foe, and your movement provokes attacks of opportunity as normal unless you succeed at the appropriate [[priority:skills:acrobatics|Acrobatics]] checks. If your first attack against the foe hits, you are considered to be flanking the foe on your second attack. Subsequent attacks made as part of the full-attack action continue to be treated as if you were flanking the foe until one of your attacks misses, at which point your attacks are treated normally. Such subsequent attacks allow you to apply Sneak Attack to the targeted creature. You must remain adjacent to the foe, and your movement provokes attacks of opportunity as normal unless you succeed at the appropriate [[priority:skills:acrobatics|Acrobatics]] checks. If your first attack against the foe hits, you are considered to be flanking the foe on your second attack. Subsequent attacks made as part of the full-attack action continue to be treated as if you were flanking the foe until one of your attacks misses, at which point your attacks are treated normally. Such subsequent attacks allow you to apply Sneak Attack to the targeted creature.
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 All poisons applied by you have their Saving Throw DC increased by an amount equal to your total Sneak Attack die. All poisons applied by you have their Saving Throw DC increased by an amount equal to your total Sneak Attack die.
 +</WRAP>
 +
 +===== The Exploiter =====
 +
 +<WRAP round box>
 +==== Exploit ====
 +
 +  * **Requirements:** [[priority:skills:perception|Perception]] 5, Sneak Attack 3d6, 10 EXP
 +
 +When you roll initiative roll an additional dice. You may use either result for your initiative roll and the other dice is set to the side in reserve, this is an Exploit Dice. Any time you are able to make a Sneak Attack you may instead use the Exploit Dice as the result instead. You must do this before you roll for an attack. This Exploit Dice remains usable until initiative is rolled again. You may willingly remove the Exploit Dice at any time.
 +
 +</WRAP>
 +<WRAP round box>
 +==== Seize the Initiative ====
 + 
 +  * **Requirements:** Exploit, [[priority:skills:perception|Perception]] 10, Sneak Attack 6d6, 15 EXP
 +
 +When you roll initiative you roll two additional dice and the maximum number of Exploit dice you can now have is 2. 
 +
 +</WRAP>
 +<WRAP round box>
 +==== Loaded Hand ====
 + 
 +  * **Requirements:** Seize the Initiative [[priority:skills:perception|Perception]] 15, Sneak Attack 9d6, 20 EXP
 +
 +When you roll initiative you roll three additional dice and the maximum number of Exploit dice you can now have is 3. 
 +
 +</WRAP>
 +
 +<WRAP round box>
 +==== Flexible Exploit ====
 + 
 +  * **Requirements:** Exploit, [[priority:skills:perception|Perception]] 6, Sneak Attack 4d6, 15 EXP
 +
 +You may now use Exploit Dice on any attack roll or saving throws. By spending 2 TP you may use an exploit dice after an attack or save is rolled and replace the result with an Exploit Dice.
 +
 +</WRAP>
 +
 +<WRAP round box>
 +==== Improvised Exploits ====
 + 
 +  * **Requirements:** Exploit [[priority:skills:perception|Perception]] 10, Sneak Attack 6d6, 15 EXP
 +
 +Whenever you successfully Sneak Attack you may either gain an Exploit Dice if you do not have one (A single dice is rolled right away and reserved) or you may increase the value of one Exploit dice you have by one.
 +
 +Example: After a sneak attack the Exploit Dice in reserve is increased from a 18 to a 19.
 </WRAP> </WRAP>
 ===== The Goon’s Way ===== ===== The Goon’s Way =====
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 ===== The Knifemaster’s Way ===== ===== The Knifemaster’s Way =====
 <WRAP round box> <WRAP round box>
-==== Specialized Sneak Attacks ====+==== Knife Expert ====
  
-  * **Requirements:** [[priority:skills:stealth|Stealth]] 3, Sneak Attack 2d6, 10 EXP+  * **Requirements:** [[priority:skills:stealth|Stealth]] 3, Sneak Attack 2d6, 5 EXP
  
-Sneak Attacks with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger use D8s instead of D6s. All other weapons use D4s.+Attacks with  daggers and starknives add additional Felling (4) to the weapon.
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
 ==== Underhanded Tactics ==== ==== Underhanded Tactics ====
  
-  * **Requirements:** Specialized Sneak Attacks,[[priority:skills:con|Con]] 5, Sneak Attack 3d6, 20 EXP+  * **Requirements:** Knife Expert,[[priority:skills:con|Con]] 5, Sneak Attack 3d6, 10 EXP
  
-You may Feint a target as a [[chargen:common_terms#action_types|Half Action]]. When you possess 10 Sneak Attack die, you may Feint as a swift action.+As long as you are wielding a dagger or starknife in one hand, you may Feint a target as a [[chargen:common_terms#action_types|Half Action]]. When you possess 10 Sneak Attack die, you may Feint as a swift action.
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
 ==== Bleed For Me ==== ==== Bleed For Me ====
  
-  * **Requirements:** Underhanded Tactics, [[priority:skills:knowledge|Knowledge]] Nature 5, Sneak Attack 5d6, 30 EXP+  * **Requirements:** Underhanded Tactics, [[priority:skills:knowledge|Knowledge]] Nature 5, Sneak Attack 5d6, 10 EXP
  
-When you damage a creature with Sneak Attack, you may spend 3 TP to deliberately cut along their veins or similar weak points, causing them to take bleed damage equal to your total Sneak Attack die every round until they are attended to by a[[priority:skills:heal|Heal]]check (DC 10 + your [[priority:prowess|Prowess]] + your Sneak Attack Dice total). This damage does not stack with itself, and bypasses all DR.+When you damage a creature with dagger or starknife Sneak Attack, you may spend 3 TP to deliberately cut along their veins or similar weak points, causing them to take bleed damage equal to your total Sneak Attack die every round until they are attended to by a[[priority:skills:heal|Heal]]check (DC 10 + your [[priority:prowess|Prowess]] + your Sneak Attack Dice total). This damage does not stack with itself, and bypasses all DR.
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
-==== Knifemaster ====+==== Knife Throwing ====
  
-  * **Requirements:** Specialized Sneak Attacks, Sneak Attack 7d6, 30 EXP+  * **Requirements:** Knife Expert, Sneak Attack 3d6, 10 EXP 
 + 
 +When throwing Daggers or Starknives their thrown range is increased by 10ft. If the target is within the first range increment and has any Defensive Penalty status condition, you may sneak attack them with this attack. If you spend 2 TP you may sneak attack from any range with the previously mentioned weapons
  
-Your knives deal damage as if they were one size category larger. 
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
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   * **Requirements:** Underhanded Tactics, Sneak Attack 7d6, 30 EXP   * **Requirements:** Underhanded Tactics, Sneak Attack 7d6, 30 EXP
  
-You may Parry and Riposte with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger. Attempting to Parry costs 1 TP, and a follow-up Riposte costs 2 TP more.+You may Parry and Riposte as long as you are wielding a dagger or starknife in one hand. Attempting to Parry costs 1 TP, and a follow-up Riposte costs 2 TP more.
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
-==== Right Behind You ====+==== Thrown Master ==== 
 + 
 +  * **Requirements:** Knife Throwing, Sneak Attack 6d6, 15 EXP
  
-  * **Requirements:** Deadly Duellist, Sneak Attack 8d6, 35 EXP+When throwing Daggers or Starknives their thrown range is increased by an additional 10ft, 20ft more total. In addition Daggers and Starknives maybe drawn and sheathed as a Free Action, even if concealed. Anyone attempting to find hidden daggers or Starknives on you take a -5 on the check. 
  
-As long as a target is flat footed against you, you may reroll all 1s and 2s on your sneak attack roll. 
 </WRAP> </WRAP>